Listed here are weapons that have been blessed with powerful, deific magic. These weapons are not only Supernatural Weapons but they are also Legendary, meaning they are capable of killing deities. Due to the power possessed by these weapons, they are meant more as plot devices rather than a standard weapon a player can find and use. If they do find one of these weapons, often it is an adventure in and of itself.
Legendary Weapons vs. Supernatural Weapons: All legendary weapons are supernatural, but not all supernatural weapons are legendary. Supernatural weapons are weapons utilized by angels, demons, and other powerful entities who often fight each other but do not bother the mortal realm. These weapons also are capable of harming deities, but not killing them. Deities "slain" by supernatural weapons return to life eventually, usually by the will of their followers bringing them back. In order to well and truly kill a deity, a legendary weapon must be used - only then will they succumb to these grievous wounds and truly die.
Legendary weapons are created by master craftsmen who have achieved such a deep and intricate understanding of crafting that the only step left for them is to create a weapon worthy of killing gods. These craftsmen usually appear once every century, and often hide their talent from prying eyes while they create such weaponry, for if other mortals or deities found out, there would be a scramble to find the individual and either kill them or request access to their services. Some of these craftsmen devote their talents to a single deity, crafting the weaponry and presenting to a deity as an offering, a sign of unyielding trust and reverence in which the craftsmen forges a blade which could very well end the god or goddess' life, but instead chooses to bestow the weapon to them. These rarer 'aligned craftsmen' are secluded in temples of worship for their deity, safely kept away from those who may be looking for them.
Weapon Group: Swords; Damage: 6d12 (Bludgeoning and Slashing damage); Magic Points: 80 MP; Weight: 95 lbs.
Description: The enormous executioner sword once belonging to the dead god Banadar, god of corruption and change. As as sword it appears needlessly huge - unwieldy even - and is etched with blood red runes along the blade written in the Kendarin language. The runes in the blade read as follows; "Bölverkr, sword of evil, forged through corrupted steel." The name (Bölverkr) is one of the names ascribed to Odin translated as the "bale-worker" or "evil-doer". The evil from this sword can be felt by those who feel its radiating aura of malice, and the bite of the blade aggravating wounds long after they've been had.
Attacks made with Bölverkr by characters whose Power is less than 8 must spend an additional 2 Stamina (making basic attacks a total of 12 stamina for the first attack, and 10 for subsequent attacks). Parrying does not work against Bölverkr, and when dealing damage you can spend 10 MP from its MP pool in order to deal an additional 5d6 points of corruption damage in addition to the weapon's normal damage. Corruption damage goes against armor, and functions like normal arcane spell damage.
Due to the powers of corruption influencing Bölverkr, characters who choose to wield it who aren't Mædar (Kendari) take 2d4 points of Sanity damage each hour they remain in contact with the blade, with its zone of influence over the individual reigning to around 5 miles. If they have taken sanity damage from Bölverkr which hasn't been recovered yet and Bölverkr is removed from their possession, they begin obsessively hunting it back down in order to return it to their possession.
Weapon Group: Polearms; Damage: 5d10 (Piercing damage); Magic Points: 130 MP; Weight: 6 lbs.
Description: Long and silver with embroidery along the haft of the spear, Demonslayer is the given name of St. Michael's lance used to thwart Lucifer.